First cut of pulling out the relevant parts of my original game to make a little framework.
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6a0c9e8d46
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127
src/combat/battle.cpp
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127
src/combat/battle.cpp
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#include "combat/battle.hpp"
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namespace combat {
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void BattleEngine::add_enemy(Combatant enemy) {
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$combatants.try_emplace(enemy.entity, enemy);
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if(enemy.is_host) {
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dbc::check($host_combat == nullptr, "added the host twice!");
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$host_combat = enemy.combat;
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}
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}
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bool BattleEngine::player_request(const std::string& request) {
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auto action = ai::load_action(request);
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bool can_go = player_pending_ap() >= action.cost;
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if(can_go) {
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$player_requests.try_emplace(request, action);
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}
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return can_go;
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}
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void BattleEngine::clear_requests() {
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$player_requests.clear();
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}
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void BattleEngine::ap_refresh() {
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for(auto& [entity, enemy] : $combatants) {
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if(enemy.combat->ap < enemy.combat->max_ap) {
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int new_ap = std::min(enemy.combat->max_ap, enemy.combat->ap_delta + enemy.combat->ap);
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enemy.combat->ap = new_ap;
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}
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}
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}
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int BattleEngine::player_pending_ap() {
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dbc::check($host_combat != nullptr, "didn't set host before checking AP");
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int pending_ap = $host_combat->ap;
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for(auto& [name, action] : $player_requests) {
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pending_ap -= action.cost;
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}
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return pending_ap;
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}
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bool BattleEngine::plan() {
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using enum BattleHostState;
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int active = 0;
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bool had_host = false;
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for(auto& [entity, enemy] : $combatants) {
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//NOTE: this is just for asserting I'm using things right
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if(enemy.is_host) had_host = true;
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enemy.ai->update();
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active += enemy.ai->active();
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if(enemy.ai->active()) {
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for(auto& action : enemy.ai->plan.script) {
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BattleHostState host_state = not_host;
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if(action.cost > enemy.combat->ap) {
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host_state = out_of_ap;
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} else if(enemy.is_host) {
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host_state = $player_requests.contains(action.name) ? agree : disagree;
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}
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if(host_state != out_of_ap) {
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enemy.combat->ap -= action.cost;
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}
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$pending_actions.emplace_back(enemy, action.name, action.cost, host_state);
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}
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dbc::check(enemy.combat->ap >= 0, "enemy's AP went below 0");
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dbc::check(enemy.combat->ap <= enemy.combat->max_ap, "enemy's AP went above max");
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}
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}
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dbc::check(had_host, "FAIL, you forgot to set enemy.is_host=true for one entity");
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if($pending_actions.size() > 0) {
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std::sort($pending_actions.begin(), $pending_actions.end(),
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[](const auto& a, const auto& b) -> bool
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{
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return a.cost > b.cost;
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});
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}
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return active > 0;
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}
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std::optional<BattleResult> BattleEngine::next() {
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if($pending_actions.size() == 0) return std::nullopt;
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auto ba = $pending_actions.back();
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$pending_actions.pop_back();
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return std::make_optional(ba);
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}
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void BattleEngine::dump() {
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for(auto& [entity, enemy] : $combatants) {
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fmt::println("\n\n###### ENTITY #{}", entity);
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enemy.ai->dump();
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}
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}
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void BattleEngine::set(DinkyECS::Entity entity, const std::string& state, bool setting) {
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dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
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auto& action = $combatants.at(entity);
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action.ai->set_state(state, setting);
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}
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void BattleEngine::set_all(const std::string& state, bool setting) {
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for(auto& [ent, action] : $combatants) {
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action.ai->set_state(state, setting);
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}
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}
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Combatant& BattleEngine::get_enemy(DinkyECS::Entity entity) {
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dbc::check($combatants.contains(entity), "invalid combatant given to BattleEngine");
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return $combatants.at(entity);
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}
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}
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50
src/combat/battle.hpp
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50
src/combat/battle.hpp
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#pragma once
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#include "game/config.hpp"
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#include "algos/dinkyecs.hpp"
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#include <optional>
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#include "game/components.hpp"
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#include <unordered_map>
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#include "ai/ai.hpp"
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namespace combat {
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enum class BattleHostState {
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not_host = 0,
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agree = 1,
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disagree = 2,
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out_of_ap = 3
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};
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struct Combatant {
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DinkyECS::Entity entity = DinkyECS::NONE;
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ai::EntityAI* ai = nullptr;
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components::Combat* combat = nullptr;
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bool is_host=false;
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};
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struct BattleResult {
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Combatant enemy;
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std::string wants_to;
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int cost;
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BattleHostState host_state;
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};
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struct BattleEngine {
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std::unordered_map<DinkyECS::Entity, Combatant> $combatants;
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std::vector<BattleResult> $pending_actions;
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std::unordered_map<std::string, ai::Action> $player_requests;
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components::Combat* $host_combat = nullptr;
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void add_enemy(Combatant ba);
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Combatant& get_enemy(DinkyECS::Entity entity);
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bool plan();
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std::optional<BattleResult> next();
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void dump();
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void set(DinkyECS::Entity entity, const std::string& state, bool setting);
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void set_all(const std::string& state, bool setting);
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bool player_request(const std::string& request);
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int player_pending_ap();
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void clear_requests();
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void ap_refresh();
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};
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}
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16
src/combat/combat.cpp
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16
src/combat/combat.cpp
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#include "game/components.hpp"
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#include "algos/rand.hpp"
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namespace components {
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int Combat::attack(Combat &target) {
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int attack = Random::uniform<int>(0,1);
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int my_dmg = 0;
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if(attack) {
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my_dmg = Random::uniform<int>(1, damage);
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target.hp -= my_dmg;
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}
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return my_dmg;
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}
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}
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